Where can I get the models of the existing characters so I can build my item in context?

Any tips on creating textures?

Maintain the same texture density of other models in the world (Nothing higher res or lower res than what's next to it. For hats, maintain team colors, if not - neutral colors (see color swatch below.) Character textures are less noisy/detailed than everything else in the game. Character items/hats should match that style.

What are some guidelines for matching TF2's art style and improving the chances of my item getting in?

This is a tricky question we grapple with daily. When we started, the game followed an idealized 1950’s-60’s Americana look. Nothing too modern, hyper-realistic or overly “cartoony”. Clearly the art style has evolved over the years, but here are some guidelines that you should keep in mind as you create your items.

Hats should maintain the personality of the character (heavy's boxing Gloves , Scout's batter's helmet, etc.)

Try and avoid fine surface details. No scales, skin pores, fabric textures, super detailed normals, etc. Take a look at giant size of the TF characters hands and imagine what they would build.

Try and use flat colors that are close to the TF color family that the base game uses. Try and avoid full black, full white, or fully saturated colors.

Use a subtle vertical gradient and a subtle ambient occlusion layers multiplied over the colors.

What types of items should be reported?

Any inappropriate items, including but not limited to, racism, sexuality, or prejudice. Also any copyright or stolen material should be reported as well. For more information please review the Steam Workshop Legal Agreement here and the Steam Subscriber Agreement here.

What if someone keeps reporting items that are not violating any terms?

Users who repeatedly report items that do not violate terms will receive a lower reputation themselves and thus will not benefit from doing this.